* Plastic explosives now delete upon suicide
* Removes some old code
* Allows resisting out of straight jackets
* Verifies roller bed dock functionality
* Fixes lava's article
* Fixes Syndicate pinpointers being stuck to one mode
* Addresses some of @phil235's concerns
* Removes the Highlander left standing message
* Ports AI restorer to modular computars
* mostly done. working on qdel improvments
* undoes testing flag
* undoes gc stuff
* Fixes id card module name
* memes
* Refactors robot modules
* no message
* ok
* mini why
* this is what you wanted, right?
* try to remember
* I can't code
* a good coder
* whirring
* bleh
* less sounds
* math is for nerds
* now it will
* Removes attacking someone with a fire extinguisher on help intent with safeties on doing nothing.
* Changes so the attack is only blocked if the safety is off.
* FALSE
Adds cortical borers, a midround antag originally from Bay. The code here is from yogstation, baystation and paradise station.
Borers are little brainslugs that when adjacent to a human can infest them. They can supply you with useful chemicals such as medicines and meth, and can revive you from the dead if they have maximum chemicals. They can also take over your body, putting them in control of you while you become a "captive mind". A captive mind can take back control by doing Resist. Health analyzers show borers in people, while medHUDs show borers in control. If you have Sugar in your body the borer can do nothing, it gets kicked out of control if it's controlling and becomes docile. Organ Manipulation surgery on head to remove the borer. If the brain of the body gets removed (decapitation, brain removal surgery, gibbing) the borer falls out of the host and loses control if they were controlling. Changelings can remove borers with Anatomic Panacea or Lesser Form (or Last Resort). Borers can reproduce and have an objective to escape on the shuttle with X hosts alive.
* icon, icon_state defined twice
* desc defined twice
* desc defined twice
* desc, icon_state defined twice
* icon_state, name defined twice
* item_state defined twice
* gender defined twice
* stop_automated_movement_when_pulled defined twice
* attacktext defined twice
* speak_emote defined twice
* flying defined twice
* item_state defined twice
* speak_chance defined twice
* attack_sound defined twice (x2)
* icon_state, item_state defined twice
* icon_state defined twice
* Revert "desc defined twice"
This reverts commit 18d74f442441078a7d8e8cfaddbef1c4646b6bb9.
* desc defined twice
* Revert "desc defined twice"
This reverts commit e167c0812c94a96dfb3f6888c77cee868cc37c03.
* desc defined twice
Previously if the final stun from a stunbaton used all the power in the
cell (putting it below hitcost) it would not properly return the actual
value of the cell.use call, so you would use the energy but not properly
get the stun
The logic of the deductcharge proc has been refactor to avoid this by
explicitly returning the value of cell.use call no matter if the stun
baton is switched off or not
The code was also cleaned slightly to improve readability